Uploaded by

Virus scan

Tags for this mod

About this mod

SSEEdit is an advanced graphical esp viewer and conflict detector. When started it will automatically find your Skyrim Data folder. You then get a dialog to select which masters/plugins you want to load with the current selection from your plugins.txt as default value. Once you have confirmed that dialog the selected plugins will start loading.

Author's instructions

The contents of this file are subject to the Mozilla Public License Version 1.1 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.mozilla.org/MPL/

Software distributed under the License is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for the specific language governing rights and limitations under the License.

Version 4.0.0

Referenced By Caching and Multi-threaded building and loading of Referenced By information (much faster startup after the first time)

Complete reimplementation of Load Order handling

New Module selection dialogs

Completely reworked ModGroups support (with full UI integration for creating and editing them)

Creating delta patches

Aligning alignable array elements

Filter for View Treeview

Merge into master

Collapsible Nodes in View tab

Countless other improvements and bugfixes. A full "What's New" document is available in the program.

Version 3.2.1

- [SSE/FO4] Creation Club support (ESL plugins), forced load order for plugins in *.ccc file
- [TE5/SSE] "Generate as Objects" LODGen option
- [FO3/FNV] LODGen Atlas options
- [FO4] FO4LODGen mode
- Skyrim VR and Fallout4 VR support: rename as TES5VREdit.exe or FO4VREdit.exe, or execute with -tes5vr or -fo4vr parameters
- filtering: if 8-digits hexadecimal FormID number is provided in "Base Record EditorID contains" field, then FormID will be checked instead
- multiselection in plugins window and similar ones, right click menu options apply to selection only
- "Reset structure" right click menu in the right view pane to add missing fields if any
- "Compare selected" right click menu in Referenced By tab when several records selected of the same type
- read (TES5|SSE)MapMarkers.txt and (TES5|SSE)QuestTypes.txt if present to replace game values with custom ones including new values
- improved record definitions
- various bug fixes and optimizations
- new scripts and scripting APIs to work with json, nifs, materials, lod files

We understand that many authors avoid the Official tools like the GECK, Creation Set, or Creation Kit in favor of xEdit. However mod authors should be saving and updating their mods with the official tools as often as they can tolerate. Not doing so has lead to situations where records must be recreated from scratch.

Almost all games received some kind of changes to their record decoding for the 4.0 update. One example would be OMOD records for Fallout 4. We discouraged authors from modifying OMOD in xEdit because it was not decoded properly with original versions of xEdit prior to the release of the Fallout 4 CK. Some records for previous versions prior to 4.0 were still not properly decoded. Elminster has made corrections in 4.0. Therefore 4.0 is a required update and using previous versions will cause irreversible errors.

A: Occurs with plugins made with the ReProccer, NPC Editor or other 3rd party tools. These cannot be corrected with xEdit. You can try using the official Bethesda Editor but the official tool may not be able to correct the errors with loss of data.

Q: The Font is too small, I have a 4K or Hi-Res monitor. I can't read the text how do I increase the size?

A: There is some support for font scaling for Large Size, Hi-Res, or 4K monitors. This will help readability but in some situations there is no control for popup boxes that expect input from the user.

AndalayBay: Without her help getting me in touch with Elminster we would all still be waiting for confirmed record definitions, and even longer for a working TES5Edit.Divstator: for his work on Improved NavMesh Decodingfireundubh: for all his record decoding suggestions for FO4EditJonathan Ostrus: For his significant contributions to the FO76 record definitionsjonwd7: for his work on Improved NavMesh Decoding